Install
$ agentstack add skill-athevon-genjutsu-compose-graphics Open-source listing, not yet scanned by AgentStack. Follow the source repository for install instructions.
Security review
⚠ Flagged1 finding(s); flagged for manual review. · v0.1.0 How review works →
- • Prompt-injection patterns
- • Secret / credential exfiltration
- • Dangerous shell & filesystem operations
- • Untrusted network calls
- • Known-malicious package signatures
- high Dangerous shell/eval execution.
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ● Dynamic code execution Used
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Compose Graphics
> Advanced Compose visuals: M3 Expressive motion physics, AGSL shaders (Android 13+), Canvas / DrawScope, graphicsLayer effects. > Loaded for advanced thesis (shader, expressive, M3 Expressive, AGSL, Canvas, holographic). > Foundation: ../compose-motion/SKILL.md covers basics. Concise rules here. Deep-dive in references/.
Decision Tree: Which API for Which Need
| Need | API | |---|---| | Spring physics with bounce / overshoot | MotionScheme.expressive() (M3 Expressive) | | Pixel-level shader | RuntimeShader + Modifier.graphicsLayer { renderEffect = ... } (Android 13+) | | Generative drawing (paths, particles, fractals) | Canvas { drawScope -> ... } | | GPU effects (blur, shadows, color filters) | Modifier.graphicsLayer { renderEffect = ... } or Modifier.blur(...) | | Adaptive system materials (Material You glassmorphism) | Modifier.background(MaterialTheme.colorScheme.surfaceContainerHighest) | | Liquid glass on Android | AGSL shader recipe (no native API like iOS yet) |
Domain 1: Material 3 Expressive
What It Is
The 2025 Material 3 evolution introduces spring-based motion physics replacing fixed-duration tweens. New shape morphing API via androidx.graphics.shapes. New MotionScheme selectable on the theme. Aimed at hero moments, key interactions, brand-defining UI.
MotionScheme
| Scheme | Personality | Use For | |---|---|---| | MotionScheme.standard() | Calmer, less overshoot | Default for chrome, lists, navigation | | MotionScheme.expressive() | More overshoot, longer settle | Hero reveals, FABs, primary CTAs |
Apply on the theme:
MaterialTheme(motionScheme = MotionScheme.expressive()) {
// children read tokens via MaterialTheme.motionScheme.*
}
Tokens exposed:
| Token | Domain | Speed | |---|---|---| | fastSpatialSpec() | Position / size | Spatial vs Effects: spatial = anything physical (height, offset, scale). Effects = visual properties without inertia (alpha, color, elevation). Springs feel natural for spatial; tweens feel right for effects. The tokens encode this for you.
Hero Card Expand (Expressive Springs)
@Composable
fun ExpressiveHero() {
var expanded by remember { mutableStateOf(false) }
MaterialTheme(motionScheme = MotionScheme.expressive()) {
val transition = updateTransition(targetState = expanded, label = "expand")
val height by transition.animateDp(
transitionSpec = { MaterialTheme.motionScheme.slowSpatialSpec() },
label = "height"
) { if (it) 400.dp else 100.dp }
val alpha by transition.animateFloat(
transitionSpec = { MaterialTheme.motionScheme.defaultEffectsSpec() },
label = "alpha"
) { if (it) 1f else 0f }
Card(
modifier = Modifier
.fillMaxWidth()
.height(height)
.clickable { expanded = !expanded }
) {
Box(modifier = Modifier.alpha(alpha)) {
Text("Detail content", modifier = Modifier.padding(24.dp))
}
}
}
}
Spring Tuning Recipes
| Mood | Spec | |---|---| | Hero reveal | spring(stiffness = Spring.StiffnessLow, dampingRatio = Spring.DampingRatioMediumBouncy) | | Snappy expressive | spring(stiffness = Spring.StiffnessMediumLow, dampingRatio = 0.7f) | | Calm spatial | MaterialTheme.motionScheme.defaultSpatialSpec() (use the token) | | Critical (no overshoot) | spring(stiffness = Spring.StiffnessHigh, dampingRatio = 1f) |
Shape Morphing (M3 Expressive 1.3+)
androidx.graphics.shapes ships predefined morphable shapes (MaterialShapes.Circle, Pentagon, Cookie4Sided, Sunny, Heart, etc.) and a Morph(start, end) interpolator.
val morph = remember { Morph(MaterialShapes.Circle, MaterialShapes.Cookie4Sided) }
val progress by animateFloatAsState(
targetValue = if (active) 1f else 0f,
animationSpec = MaterialTheme.motionScheme.slowSpatialSpec(),
label = "morph"
)
Box(
modifier = Modifier
.size(96.dp)
.clip(GenericShape { size, _ ->
addPath(
morph.toPath(progress).asAndroidPath().asComposePath()
)
})
.background(MaterialTheme.colorScheme.primary)
)
When to Use Expressive vs Standard
- Expressive: hero moments, key interactions, FABs, primary CTAs. 1-3% of UI.
- Standard: default for the rest of the app. Mixing too much Expressive feels chaotic - every element fighting for attention.
Domain 2: AGSL Shaders (Android 13+)
What It Is
AGSL is Android's shader language. Similar to GLSL with simplifications (half4 instead of vec4, restricted feature set, sandbox-safe). RuntimeShader compiles your AGSL source. Bind to a Compose modifier via Modifier.graphicsLayer { renderEffect = ... }.
Setup
@Composable
fun ShaderEffect(content: @Composable () -> Unit) {
if (Build.VERSION.SDK_INT
value = ms / 1000f
}
}
}
Box(
modifier = Modifier
.onSizeChanged {
shader.setFloatUniform("resolution", it.width.toFloat(), it.height.toFloat())
}
.graphicsLayer {
shader.setFloatUniform("time", time)
renderEffect = RenderEffect
.createRuntimeShaderEffect(shader, "image")
.asComposeRenderEffect()
}
) { content() }
}
> Always gate on Build.VERSION.SDK_INT >= 33. Pre-Android 13 fallback: render the content unmodified, or use Modifier.blur() / a static gradient overlay.
Recipe: Touch Ripple
AGSL source:
// ripple.agsl
uniform float2 resolution;
uniform float2 origin;
uniform float time;
uniform shader image;
half4 main(float2 fragCoord) {
float2 toOrigin = fragCoord - origin;
float dist = length(toOrigin);
float wave = sin(dist * 0.05 - time * 8.0) * 0.05;
float falloff = 1.0 / max(dist * 0.01, 1.0);
float2 dir = toOrigin / max(dist, 0.0001);
float2 displaced = fragCoord + dir * wave * falloff * 50.0;
return image.eval(displaced);
}
Compose binding (state-driven time, animated via LaunchedEffect):
@Composable
fun RippleSurface(content: @Composable BoxScope.() -> Unit) {
if (Build.VERSION.SDK_INT (null) }
val time by produceState(0f, startMs) {
if (startMs == null) { value = 0f; return@produceState }
val begin = startMs!!
while (true) {
withFrameMillis { now ->
value = (now - begin) / 1000f
}
}
}
Box(
modifier = Modifier
.onSizeChanged {
shader.setFloatUniform("resolution", it.width.toFloat(), it.height.toFloat())
}
.pointerInput(Unit) {
detectTapGestures { tap ->
origin = tap
startMs = System.currentTimeMillis()
}
}
.graphicsLayer {
shader.setFloatUniform("origin", origin.x, origin.y)
shader.setFloatUniform("time", time)
renderEffect = RenderEffect
.createRuntimeShaderEffect(shader, "image")
.asComposeRenderEffect()
},
content = content
)
}
Recipe: Holographic Gradient
uniform float time;
uniform shader image;
half4 main(float2 fragCoord) {
half4 color = image.eval(fragCoord);
float n = fragCoord.x * 0.01 + fragCoord.y * 0.005 + time * 0.3;
half3 rainbow = half3(
sin(n * 2.0) * 0.5 + 0.5,
sin(n * 2.0 + 2.094) * 0.5 + 0.5,
sin(n * 2.0 + 4.188) * 0.5 + 0.5
);
half luma = dot(color.rgb, half3(0.299, 0.587, 0.114));
return half4(mix(color.rgb, rainbow * luma * 2.0, 0.5), color.a);
}
Multiplies the underlying view's luminance by a phase-shifted RGB sine wave - shimmer over text or icons. time animates the wave drift.
Recipe: Liquid Glass / Glassmorphism
Android lacks a native iOS-26-style glassEffect. Compose this with blur + chromatic aberration + soft edge tint:
uniform float2 resolution;
uniform shader image;
half4 main(float2 fragCoord) {
float2 uv = fragCoord / resolution;
// Chromatic aberration: sample R, G, B at slightly different offsets
float2 ca = (uv - 0.5) * 0.004;
half r = image.eval(fragCoord + ca * resolution).r;
half g = image.eval(fragCoord).g;
half b = image.eval(fragCoord - ca * resolution).b;
half4 base = half4(r, g, b, 1.0);
// Soft edge tint: brighten near borders for that frosted look
float edge = smoothstep(0.45, 0.5, max(abs(uv.x - 0.5), abs(uv.y - 0.5)));
half3 tinted = base.rgb + half3(edge * 0.08);
return half4(tinted, 0.85);
}
Pair with Modifier.blur(20.dp, BlurredEdgeTreatment.Unbounded) upstream for the actual blur (cheaper than computing it in AGSL).
Performance Notes
- Each
RuntimeShaderis a render pass. Compounds at 60fps - benchmark via Macrobenchmark. image.eval(coord)samples the underlying view as a texture. Heavy if the view is complex (long lists, nested layouts). Cache static parts in a parent that doesn't recompose.- On Android 12 and below: graceful fallback (static image, no shader). Never hard-crash.
- Prefer 1 well-crafted shader over chaining 4 shaders in series.
Domain 3: Canvas / DrawScope
Canvas API
Canvas(modifier = Modifier.size(200.dp)) {
// 'this' is DrawScope - size, drawCircle, drawPath, drawRect...
drawCircle(Color.Blue, radius = size.minDimension / 2)
drawPath(myPath, color = Color.White, style = Stroke(width = 4.dp.toPx()))
}
| DrawScope method | Use | |---|---| | drawCircle | Filled or stroked circles | | drawRect | Rectangles, optionally with gradient brush | | drawPath | Arbitrary path with Stroke or Fill | | drawArc | Slice of an oval - useful for progress arcs | | drawLine | Straight segment between two Offset | | drawText | Text via TextMeasurer (preferred) or drawIntoCanvas { it.nativeCanvas.drawText(...) } | | drawIntoCanvas { } | Escape hatch - access raw android.graphics.Canvas |
Recipe: Animated Sine Wave
@Composable
fun AnimatedWave() {
val infinite = rememberInfiniteTransition(label = "wave")
val phase by infinite.animateFloat(
initialValue = 0f,
targetValue = 2 * PI.toFloat(),
animationSpec = infiniteRepeatable(
animation = tween(3000, easing = LinearEasing)
),
label = "phase"
)
Canvas(modifier = Modifier.fillMaxWidth().height(80.dp)) {
val path = Path()
var x = 0
while (x ().apply {
repeat(50) {
add(Particle(
x = Random.nextFloat() * 1000f,
y = Random.nextFloat() * 1000f,
vx = (Random.nextFloat() - 0.5f) * 4f,
vy = (Random.nextFloat() - 0.5f) * 4f,
life = 1f
))
}
}
}
LaunchedEffect(Unit) {
while (true) {
withFrameMillis { /* tick */ }
particles.forEachIndexed { i, p ->
p.x += p.vx
p.y += p.vy
p.life -= 0.01f
if (p.life
drawCircle(
color = Color.White.copy(alpha = p.life),
radius = 2.dp.toPx(),
center = Offset(p.x, p.y)
)
}
}
}
Recipe: Generative Pattern (Flow Field)
Quick mention: noise-driven particle motion. See references/canvas-generative.md for the full deep-dive (Perlin noise, particle pools, advection loop).
Performance Notes
- Canvas redraws on every state change of any state it reads. Wrap volatile state in
derivedStateOfto gate redraws. LaunchedEffect(Unit) { while(true) { withFrameMillis { ... } } }is fine for 60fps. Avoiddelay(16)- it drifts.- Heavy generative work: precompute paths once in
remember, only animate transforms viatranslate { drawPath(...) }. - 200 simple draws per frame = OK on most devices. 2000+ starts to lag.
Anti-Patterns
1. Expressive Everywhere
// BAD - every interaction overshoots, UI feels like a bouncy castle
MaterialTheme(motionScheme = MotionScheme.expressive()) {
AppRoot()
}
// GOOD - Standard for chrome, scope Expressive to hero moments
MaterialTheme(motionScheme = MotionScheme.standard()) {
NavigationScaffold {
// Hero detail screen overrides locally
MaterialTheme(motionScheme = MotionScheme.expressive()) {
HeroDetail()
}
}
}
2. RuntimeShader Without API Gate
// BAD - crashes on Android 12 and below
val shader = remember { RuntimeShader(AGSL_SOURCE) }
// GOOD - gate on SDK level, provide fallback
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
ShaderEffect { content() }
} else {
Box(modifier = Modifier.background(fallbackGradient)) { content() }
}
3. Canvas Reading State Directly Each Frame
// BAD - any state change in the parent triggers a recompose of the Canvas
Canvas(modifier = Modifier.fillMaxSize()) {
drawCircle(color = if (viewModel.isActive) Color.Red else Color.Blue, radius = 50f)
}
// GOOD - hoist the reads, derive a stable value
val color by remember { derivedStateOf { if (viewModel.isActive) Color.Red else Color.Blue } }
Canvas(modifier = Modifier.fillMaxSize()) {
drawCircle(color = color, radius = 50f)
}
4. Chaining 4 AGSL Shaders in Series
// BAD - 4 render passes per frame, GPU melts on mid-range devices
.graphicsLayer { renderEffect = blurEffect }
.graphicsLayer { renderEffect = chromaticEffect }
.graphicsLayer { renderEffect = noiseEffect }
.graphicsLayer { renderEffect = vignetteEffect }
// GOOD - one shader doing all the math in a single pass
.graphicsLayer { renderEffect = combinedGlassEffect }
5. Allocating in DrawScope
// BAD - new Path every frame, GC stutter
Canvas(modifier = Modifier.fillMaxSize()) {
val path = Path()
points.forEach { path.lineTo(it.x, it.y) }
drawPath(path, color = Color.Black)
}
// GOOD - reuse a remembered Path, rewind each frame
val path = remember { Path() }
Canvas(modifier = Modifier.fillMaxSize()) {
path.rewind()
points.forEach { path.lineTo(it.x, it.y) }
drawPath(path, color = Color.Black)
}
Quick Reference: Loading Sub-resources
| Need | Load | |---|---| | AGSL recipes (7 working shaders with binding code) | references/agsl-recipes.md | | M3 Expressive choreography deep-dive | references/m3-expressive-deep.md | | Generative drawing patterns (flow fields, L-systems, particles) | references/canvas-generative.md | | Base animations (animateAsState, AnimatedVisibility, Transition) | ../compose-motion/SKILL.md | | CMP patterns (shared UI iOS / Android / Desktop) | ../compose-multiplatform/SKILL.md |
Sources
- drinkthestars/shady - AGSL shaders rendered in Compose
- Mortd3kay/liquid-glass-android
- JumpingKeyCaps/DynamicVisualEffectsAGSL
- Material 3 Expressive blog
- Material Design 3 Motion specs
- Android AGSL docs
- androidx.graphics.shapes - shape morphing
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: AThevon
- Source: AThevon/genjutsu
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.